unity-asset-designer

Installation
SKILL.md

Unity Asset Designer

The art-direction and consistency front-end to the asset generators. It does NOT call image/3D APIs or import into Unity — those are owned by unity-image-generator and unity-3d-generator. It decides what reference sheets to make, how they pin the look, and how every production asset conforms to them, then hands concrete prompts + reference images down to the generators. Its job is to make a game's art look like it belongs to one world.

Why this skill exists (the real failure it prevents)

In a reference casual game, the look churned through many passes and a recurring mascot character had to read as a small board token, a menu mascot, and the app icon — with no single visual reference all three conformed to, they drifted, icons drifted, and "make it look pleasing" was re-guessed every pass (see unity-game-director Step 2.6). The fix is a reference-sheet-first workflow borrowed from studio production: lock the visual DNA once, draw each character on a turnaround sheet that becomes canon, generate icon/item sets in one uniform pass, then derive every production asset by conditioning on the sheet instead of generating from scratch. Without unified rules for color, proportion, and lighting, assets "drift apart within a month" (aeno art bible, GameDev.net — what is an art bible).

Where it sits in the skill stack (read these; do NOT re-explain their domains)

  • Up: unity-game-director Step 2.6 produces the named aesthetic north-star (reference style + touchstones, 4–7 color palette, type family, mood + anti-mood, flat/glossy finish) as an early deliverable. THIS skill operationalizes that north-star into concrete, reusable reference sheets. If the north-star isn't pinned yet, send the user back there first — don't invent it here. unity-art-direction owns the machine-readable art-spec.yaml single-source-of-truth + 12-preset style library + mobile art budgets, and this skill produces the on-model reference/turnaround sheets that its golden-asset/family production pipeline calls for.
  • Down (2D): unity-image-generator owns the Gemini API mechanics + Unity 2D import (Sprite mode, PPU, atlas, ASTC). THIS skill hands it ready-to-run prompts + reference images; it imports and slices.
  • Down (3D): unity-3d-generator owns Tripo + the ModelImporter pipeline. A turnaround sheet IS the ideal image input for image-to-3D — hand the front/side/back views to it.
  • Sideways: unity-ui-designer owns UI design tokens (typography scale, semantic color roles, radii). All color hexes come from art-spec.yaml:palette.roles; GameTheme.cs and the UI color tokens are runtime derived views of art-spec.yaml — the only style SSOT (colors must equal the spec hexes; typography/spacing/radii are GameTheme-native). Regenerate them from the spec; never hand-agree a second palette.

Load unity-game-director/SKILL.md (north-star) and the relevant generator SKILL before producing prompts, so handoffs are clean.

The methodology (ordered — top of the funnel down to a Unity asset)

Installs
14
GitHub Stars
3
First Seen
Jul 30, 2026